attribute vec2 a_TexCoord;
attribute vec3 a_posL;
uniform float u_dx;
uniform float u_dy;
varying vec2 v_uv;
void main()
{
	vec4 posL = vec4(a_posL, 1.0);
	v_uv.x = a_TexCoord.x + u_dx;
	v_uv.y = a_TexCoord.y - u_dy;
	gl_Position = posL;
}
   